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  1. Hello there! I require a more precise timer that deals with millionths of a second, or more. I've played around with default Leadwerks Time commands, but the most precise I can get is a thousandth of a second, eg: Time:GetCurrent() / 1000 -- 0.654 Does anyone know a way in which I can handle millionths or billionths of a second with Leadwerks and Lua?
  2. Hello, Time:GetCurrent() seems to be rounded to a maximum precision of three decimal places, and I need it to be more precise for my timer. Is there any way I can have a more precise time, to say five or six decimal places? Thanks!
  3. Can someone please tell me a good way to do a timer that starts when the game starts and ends if a object is touched? I tryed many things but it doesnt worked. Thanks for your Answeres!
  4. I think I posted this module on the forums in order to help someone a few weeks ago, but I thought It'd get more use if I created a blog post so it doesn't get diluted down in the forums. I've written this event module to make it easy to add keyboard and mouse button binds and it's come in handy to me for quite a few little scripts. Once again excuse the poor spacing as copy and paste here seems to remove my tabs. event.lua -- Event module written by Averice event = {} event.inputBinds = {} event.mouseBinds = {} function event.CheckInput() local succ, err; for key,tab in pairs(event.inputBinds) do if( App.window:KeyHit(key) ) then for k, v in pairs(tab) do if( not v.Held ) then succ, err = pcall(v.Func, unpack(v.Args)); if not succ then print("Event Error[Key]["..k.."]: "..err); end end end end if( App.window:KeyDown(key) ) then for k, v in pairs(tab) do if( v.Held ) then succ, err = pcall(v.Func, unpack(v.Args)); if not succ then print("Event Error[Key]["..k.."]: "..err); end end end end end for but, tab in pairs(event.mouseBinds) do if( App.window:MouseDown(but) ) then for k, v in pairs(tab) do succ, err = pcall(v.Func, unpack(v.Args)); if not succ then print("Event Error[Mouse]["..k.."]: "..err); end end end end end function event.AddInputBind(key, name, held, func, ...) local newInput = { Func = func, Args = {...}, Held = held or false } event.inputBinds[key] = event.inputBinds[key] or {}; event.inputBinds[key][name] = newInput; end function event.AddMouseBind(but, name, func, ...) local newInput = { Func = func, Args = {...} } event.mouseBinds[but] = event.mouseBinds[but] or {} event.mouseBinds[but][name] = newInput; end function event.RemoveInputBind(key, name) if( event.inputBinds[key] and event.inputBinds[key][name] ) then event.inputBinds[key][name] = nil; end end function event.RemoveMouseBind(but, name) if( event.mouseBinds[but] and event.mouseBinds[but][name] ) then event.mouseBinds[but][name] = nil; end end It's usage is really straight forward, you import the script, and in your App.loop you'll put event.CheckInput(); This will check for your binds and run them if needed so you don't have to fill your App.loop with key binds. To add a keyboard bind "event.AddInputBind(key, name, held, function, args); local function printStuff(...) print("Hello", ...); end event.AddInputBind(Key.A, "RandomName", false, printStuff, "How", "are", "you") -- varargs once again. --when the A key is pushed it should output, "Hello How are you"; -- if 'held' is true it will keep printing while it's held. --To remove it we use it's name and key. event.RemoveInputBind(Key.A, "RandomName"); -- Mouse bind functions are the same, just use event.AddMouseBind and event.RemoveMouseBind -- mouse bind functions are considered always held. Add a check to your function if you only -- want it done per click. A quick snippet that I use in my splash screen with my StateManager module to cancel the splash if escape is pushed. event.AddInputBind(Key.Escape, "__SHARDSPLASH", false, function() StateManager:Pop() end);
  5. So I want the game to pause (and specifically FPSplayer.pfb) when self.currentState == "menu" or "splash" So I want the moving gun animation to stop, I want it to ignore key presses and mouse movement, I want it to ignore mouse clicks. Basically, I want it to freeze up when app.currentState is not "game" Any ideas?
  6. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/context/contextsetscale-r728 I wanted to scale my GUI using the setscale command and found some of the drawing commands do not function correctly. The drawrect command works properly. The plot command does not scale at all. The line command does not work properly in straight lines horizontally or vertically, but it does diagonally. Hear is code to test and explain: --This function will be called once when the program starts function App:Start() --Initialize Steamworks (optional) --Steamworks:Initialize() --Set the application title self.title="MyGame" --Create a window local windowstyle = window.Titlebar if System:GetProperty("fullscreen")=="1" then windowstyle=windowstyle+window.FullScreen end self.window=Window:Create(self.title,0,0,System:GetProperty("screenwidth","1024"),System:GetProperty("screenheight","768"),windowstyle) --Create the graphics context self.context=Context:Create(self.window,0) if self.context==nil then return false end return true end --This is our main program loop and will be called continuously until the program ends function App:Loop() --If window has been closed, end the program if self.window:Closed() or self.window:KeyDown(Key.Escape) then return false end --Update the app timing Time:Update() self.context:SetScale(2,2) -- everything should be twice as big self.context:SetColor(self:rgbatovec4scalar({255,255,255},255)) self.context:DrawRect(0,0,200,200) -- This is the size the line squares should be at self.context:SetColor(self:rgbatovec4scalar({100,100,100},255)) for y = 1 , 200 do -- this should make a solid square, not rectangle self.context:DrawLine(5, y , 205, y ) -- draw square at an offset so you can see its dimensions in a relative manner end self.context:SetColor(self:rgbatovec4scalar({80,100,100},10)) for x = 5 , 205 do -- this should make a solid square also self.context:DrawLine(x, 5 , x, 205 ) -- draw square at an offset so you can see its dimensions in a relative manner end self.context:SetColor(self:rgbatovec4scalar({255,0,0},255)) self.context:DrawLine(0,0,200,200) -- the line is off from actuall 0,0 by a few pixels but it is the size self.context:SetColor(self:rgbatovec4scalar({0,255,0},255)) self.context:Plot(200,200) -- this should actually be at the edge of the white box but its at real cordinates 100,100 --Refresh the screen self.context:Sync(true) --Returning true tells the main program to keep looping return true end function App:rgbatovec4scalar(rgb,a) return Vec4(rgb[1]/256,rgb[2]/256,rgb[3]/256,a/256) end As long as this is does not function as intended, my gui will have to be put on the backburner.
  7. I released an OOP class sytem for leadwerks last time this time I'm going to post my StateManager class which I use to control all the gamestates for the game I am working on. If you don't know what a Statemanager is or what my interpretation of one is I'll run through it quickly. Generally speaking it's just a stack full of 'states' each state has a list of functions with identical names but different internal functionality, the game will call these functions but ONLY for the active state, say your game has a Draw function but you want a splash screen with a Draw function, you'll separate these into different States for the stack, now when your splash state is active only the splash's Draw function will be called. State stacks almost always run [L]ast n [F]irst [O]ut, so the last state you push onto the stack will be the one the game starts using, so to have a splash screen -> menu -> game order in your stack you would push the game onto the stack first, the menu second and the splash last so that the splash is the first thing the end user sees. Enough ramblings let me post some code. statemanager.lua requires the class scripts. class "CStateManager"; function CStateManager:Init() self.States = {} end function CStateManager:Push(state, init) if( ctype(state) == "CState" ) then self.States[#self.States+1] = state; if( init ) then if( self.States[#self.States-1] and self.States[#self.States-1].isinit ) then self.States[#self.States-1]:Shutdown(); self.States[#self.States-1].isinit = false; end self.States[#self.States]:Init(App.context); self.States[#self.States].isinit = true; end else print("StateManager: CStateManager.Push expected CState got: "..ctype(state)); end end function CStateManager:InitCurrentState() if( self.States[1] and not self.States[#self.States].isinit ) then self.States[#self.States]:Init(App.context); self.States[#self.States].isinit = true; end end function CStateManager:Pop() if( self.States[1] ) then if( self.States[#self.States].isinit ) then self.States[#self.States].isinit = false; self.States[#self.States]:Shutdown(); end local oldState = self.States[#self.States]; self.States[#self.States] = nil; self:InitCurrentState(); return oldState; end print("StateManager: Called CStateManager.Pop with empty stack"); end function CStateManager:GetAll() return self.States end function CStateManager:GetActive() if( self.States[1] and self.States[#self.States].isinit ) then return self.States[#self.States]; end print("StateManager: Called CStateManager.GetActive with no running states"); end function CStateManager:Pause(state) if( ctype(state) == "CState" ) then state.paused = true; end end function CStateManager:Resume(state) if( ctype(state) == "CState" ) then state.paused = false; end end function CStateManager:IsPaused(state) if( ctype(state) == "CState" ) then return state.paused; end end function CStateManager:Call(func, ...) if( self.States[1] and self.States[#self.States].isinit and not self.States[#self.States].paused ) then if( self.States[#self.States][func] ) then self.States[#self.States][func](self.States[#self.States], ...); end end end state.lua -- Tiny file this one. really just a declaration and a nilfix file. class "CState"; function CState:Init() end function CState:Shutdown() end Example useage. -- Our splash screen. SplashScreen = new "CState" function SplashScreen:Init() self.Something = "HELLO"; end function SplashScreen:Think() self.Something = self.Something.."O"; end function SplashScreen:Draw() App.context:DrawText(self.Something, 100, 100); end -- Now something else. Random = new "CState" function Random:Draw() App.context:DrawText("Second State", 100, 200); end -- Now in our main file to initialize out statemanager and load our states. function App:Start() StateManager = new "CStateManager"; StateManager:Push(Random); -- Remember this goes before the splash so we see it AFTER the splash StateManager:Push(SplashScreen, true); the true means we want to initialize this, as it's the last state being pushed we may aswell tell the statemanager we are ready to begin. end function App:Loop() StateManager:Call("Think") -- Can name your functions anything, Init and Shutdown are always the same though. StateManager:Call("Draw", "some", "arguments", "here", "if", "you", "want"); end To remove the current state from the stack and initialize the next, we use StateManager:Pop(); I hope people get some use out of this, and I hope I've explained it nice enough.
  8. Hi, in the Leadwerks Beta (3.3) the Lua example from the Command Reference "Surface::Add" shows an other result as the CPP example. Screenshot attached.. lua in first picture cpp second one
  9. Howdy! Since it looks like I can't create threads using Lua, how would I go about creating an animated loading screen during a map change using Lua? The program seems to freeze during this process, and I wish to display images, text, etc and update these of their own accord while loading the next map. For example, I wish to display: an animated loading icon, and displaying an image slideshow. Many thanks in advance!
  10. Hi all! I'm wanting to create a motion blur effect on the player entity. I'm wondering how to go about this as the camera follows the player: so overlaying the previous rendered image probably wont work, as the player is always center screen. I'm guessing I could go about achieving the effect by creating a shader which duplicates the diffuse texture of the player entity and stretches it across the screen, and/or duplicates it across the screen with a fade on the alpha. I'm just getting started with shaders, and creating effects such as this, so I'm hoping someone can offer some advice or tips. Many thanks in advance!
  11. While coding my lua GUI I found that I needed to be able to fill many 2d polygons. After looking at quite a few algorithms (I am very bad at math), I found one created in lua and felt that I needed to share. It was converted from the Corona lua which was in turn converted from PSP lua. I have modified it to work without change in Leadwerks See here for examples on how it works: http://forums.coronalabs.com/topic/8084-drawing-a-polygon-with-a-fill/ function rgbatovec4scalar(rgb,a) return Vec4(rgb[1]/256,rgb[2]/256,rgb[3]/256,a/256) end function paintPoly(poly, xoffset, yoffset, rgba) -- [url="http://forums.coronalabs.com/topic/8084-drawing-a-polygon-with-a-fill/"]http://forums.coronalabs.com/topic/8084-drawing-a-polygon-with-a-fill/[/url] local math_floor = math.floor local math_min = math.min local math_max = math.max local polyGroup = {} local n = table.getn(poly) local minY = poly[1].y local maxY = poly[1].y for i = 2, n do minY = math_min(minY, poly[i].y) maxY = math_max(maxY, poly[i].y) end for y = minY, maxY do local ints = {} local int = 0 local last = n for i = 1, n do local y1 = poly[last].y local y2 = poly[i].y if y1 < y2 then local x1 = poly[last].x local x2 = poly[i].x if (y >= y1) and (y < y2) then int = int + 1 ints[int] = math_floor((y - y1) * (x2 - x1) / (y2 - y1) + x1) end elseif y1 > y2 then local x1 = poly[last].x local x2 = poly[i].x if (y >= y2) and (y < y1) then int = int + 1 ints[int] = math_floor((y - y2) * (x1 - x2) / (y1 - y2) + x2) end end last = i end local i = 1 while i < int do polyfillcontex = Context:GetCurrent() polyfillcontex:SetColor(rgbatovec4scalar(rgba,rgba[4])) polyfillcontex:DrawLine(ints[i] + xoffset, y + yoffset, ints[i + 1] + xoffset, y + yoffset) i = i + 2 end end return polyGroup end
  12. So I've got a few of these little helper modules I've written while making my game, I figured I needed a place to post them so others can get some use from it, I'll be selective with what I release as some of them I would like to keep private but everytime I get a spare moment I'll try to write up a blog post with a new module release and how it's used. So anyone familiar with OOP will hopefully get some use from this module, Lua already has a semi-OOP system with it's 'metatables' and this module just extends those to be used in a class system with inheritance. -- This is the definition of the system, only a small file but it does a lot. class.lua -- Class system written by Averice _shardClass = {} _shardClass.__index = _shardClass; function class(nme) if( _G[nme] ) then print("Class: "..nme.." already exists."); return; end _G[nme] = {} setmetatable(_G[nme], _shardClass) _G[nme].istype = nme; return _G[nme]; end -- Really no reason for the shardClass metatable but it provides nice looking functionality -- class "CAnimatedEntity" : extends "CBaseEntity" <-- is now correct syntax function _shardClass:extends(superclass) if( _G[superclass] ) then self.parent = superclass; self.__index = _G[superclass]; end end function new(class) if( _G[class] ) then local newClass = {} setmetatable(newClass, _G[class]); for k, v in pairs(_G[class]) do newClass[k] = v; -- For some reason metamethods weren't being accessed properly, here's a hacky fix. end if( newClass.Init ) then newClass:Init(); end return newClass; end print("Class: "..class.." does not exist."); end function ctype(class) return class.istype or type(class); end Alright, if your hoping to use this and know OOP programming the above should be self-explanatory. Simple put to define a new class you do this. class "MyClass"; To define a class that inherits from another you do this. class "MySecondClass" : extends "MyClass"; To create a new instance of a class you do this. my_class_instance = new "MySecondClass"; If there is an 'Init()' function it will be called automatically when a new instance of the class is created. Here is an example. class "ExampleClass"; function ExampleClass:Init() self.Number = 10; end function ExampleClass:SimpleFunction() print(self.Number); end class "NewExampleClass" : extends "ExampleClass"; function NewExampleClass:Init() self.Number = 15; end -- Now we create an instance. MyClass = new "NewExampleClass"; MyClass:SimpleFunction() -- notice this function was inherited from "ExampleClass" not "NewExampleClass" -- will print 15;
  13. I have a level with 2 lua scripts. However only 1 KeyHit (or mouse hit for that matter) returns true in a single frame. --Script1 in UpdateWorld if KeyHit:Key.Q then System:Print("You are in script 1") end --Script2 in UpdateWorld if KeyHit:Key.Q then System:Print("You are in script 2") end I am not flushing any keys. Is this intended behaviour or am I overlooking something obvious?
  14. Been doing more GUI work, mainly porting more of my GUI lib, but I did decide to finally get around to Dropdown menus which the library was missing from the beginning, I like this sudden feeling of productivity, the hardest part was porting my TabPanel over. I must have written the original on a bad day and going over the old code made no sense to me, it's new and improved now. - Sliders and DropLists. - Tabs and the usual ScrollPanel.
  15. I have the urge to get some good answers now because I am reaching the apex of tolerance and patience reloading my old project and EVERYTHING IS EMPTY there is NOTHING in the map Now loading my new project it's also empty
  16. It seems if you save a script from the editor (not the one currently active in the entity's scripts tab) parameter fields get messed up with fields from another script. No file corruption or anything like that is apparent, hopefully just a visual bug. But still. Please see the video. http://www.olbyonline.com/bin/leadwerks/ScriptEditorParamsMess.mp4
  17. Recent files are not stored for the script editor. After a restart the list is always empty.
  18. How do I end a Leadwerks program using a script. I would to like to end the program when the quit button is pressed but can't work out how to do this. Also should I release all entities and sounds before closing or doesn't it matter. Thanks in advance.
  19. Hey guys! I'm experiencing an issue when I try to switch maps: "OpenAL: AL_INVALID_OPERATION". I have many small audio samples loaded as a Source in one map (each 1 second long), each being played whenever the player triggers them through interaction. I've noticed that if none of the samples are played the map will switch just fine, but if one or more are played the map switch will fail with the above error. I've tried explicitly telling each sample to stop playing right before the map switch, just to make sure, but this didn't work. I've also combined this with releasing each Source, again with no luck. What could this invalid operation be, and how do I solve it? Many thanks in advance!
  20. I'm more an artist than a coder and was looking at the FPS Script to get a rough idea but can't figure out how to control a spacecraft. Basically : orbit around the spacecraft on key toggle W - accelerate S - slow down / backward A / D - roll Mouse - yaw / pitch with zero gravity If there is already a tutorial that I missed (YouTube ?) let me know, otherwise any help most welcome
  21. Hi there! I'm wondering if anyone has any tips or known techniques on how to create a split-screen in Leadwerks using Lua. Many thanks in advance!
  22. Terrain tutorials There are 2 new video tutorials on how to use the terrain editor. Sculpting terrain: Terrain painting: Tutorials: Project Saturn It has been a while since I made a tutorial for Project Saturn, but that will change in the near future. Since there are so many new members using Leadwerks I am going to make some free time for some new tutorials. In the past 3 months there were only a handful of viewers and that didn't quite way up to time spend on making the tutorials. That said I also upgraded from a parttime to a full time job which obviously really cuts in to my Game dev time. The first new video tutorials are already here: 21: 22: 23: Lua beginner tutorials I am also going to make some tutorials for the absolute beginners. For those that have very little to no experience, theses lessons should be very useful. Although these are Lua tutorials in general, they will be aimed towards usage in Leadwerks. FlowGUI I took the plunge in to selling my own Lua GUI library for Leadwerks: FlowGUI. Selling scripts/code for Leadwerks is something I wanted to do for years but I never really had the guts to actually try it. Now that I have made an initial release via webdownload, I am glad I did. I am happy with the amount of licenses sold so far, which makes it also a lot more fun to work on upcoming features such as inventories. I also hope that by providing extra downloadable content for Leadwerks, we will attract more people, were Leadwerks on itself will only benefit from. Last but not least it might also inspire other developers/artists to start selling their own work as well. Maybe when payed items are added to the workshop, this will really kick off. Jorn 'Aggror'
  23. How to make any object (polygons) to a Billboard? I have objects and want to attach text mesh labels but so that thy face the camera regardless of camera angle. I tried to parent the sprite to the text mesh but didn't work. Is there a Billboard script ?
  24. Ever since I opted into the beta build earlier today I have been getting some strange bugs when I initially load up a map in my game. An extra light is being loaded and my character (or maybe my camera) is stuck underground. Once I load another map my game works fine, more details in the video. I am using the Indie Edition and wasn't getting this error until I opted into the beta earlier today. Let me know if you need my project to look at. Video Link - https://www.youtube.com/watch?v=fyyQzORQvn0&feature=youtu.be
  25. now i run my game and my player script is not up to date. seems it not compiled. how is this possible? i put some infos at screen, they not appear. maybe this is a combination of crash at export game. i will restart pc. very strange, restart pc not helped. my solution, save map under new name, run. script is up to date. load my work in progress map. script is up to date and i can edit there as usual, stay up to date at start.
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